Dragon Fogel wrote:
Enforcing my solution to Fluff 1E is probably more trouble than it's worth. I'm wondering if I should just make it a challenge. If I did then it would probably be phrased as something like this:
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×-Have exactly two puffs free when entering the final corridor.
This might not enforce my approach specifically, but I feel that any unintended solutions which meet those conditions are at least going to be about as tricky.
Before I even dive into solving, yes, I think by now that sounds like challenge territory.
At least now I have some more direction as to what you're trying to make me do, with the challenge text.
Well, I do have briar growing in a rotationally symmetric way and puff placement is
very intentional, but I'm still not sure whether this is what was asked for.
The demos contain two solutions that amount to the same result, one of them isn't fully symmetric and I thought it'd yield more time, but it didn't.
If this is
still not what you wanted and it can be done better, I think the challenge will need some further hints/directions. (Or at least I will...)
Dragon Fogel wrote:
-The return staircase in the fegundo level now goes to the fluff level.
Indeed it does now.
Dragon Fogel wrote:
-Moved the eastern fegundo area in Fegundo 1E over by one tile so it can never tie with the waterskipper nest and confuse players who don't know the fluff targeting rules.
Now I think the room is great, confirming to the player
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×that the "free" fegundo cannot do anything of influence besides drowning the gentryii.
Dragon Fogel wrote:
-Added lighting to Brains 1E to show which plate corresponds to which door and firetrap. The room is also darker so the lighting shows up better.
Looks very neat and clear now!
Dragon Fogel wrote:
Guards 1S:
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×You and Red XIII both overcomplicated this room in the exact same way. You don't need to kill the guard with a puff, if you push him into the water when he's facing the right way, he stabs the seep and dies. Now I'm wondering if I should make it a challenge to kill him with a puff.
Alternatively, I guess I could enforce a puff kill. All it would take is a mirror on a pressure plate in place of the seep, so the guard has to remove the mirror, step on the plate, and die. I guess it depends on if just pushing him into the water feels too simple.
Huh... That technique is still so "
rare"
to me that I don't tend to think about it.
Dragon Fogel wrote:
-Two testers have gone right for a harder solution to Guards 1S than it actually needs. I realized I could enforce that solution with a simple change to the room, and I'm wondering if I should.
Well, that indeed was an easier solution.
You say that you could enforce the "
kill guard with a puff"
solution, think you could set up the room in a way that the player can choose to do either or?
As in, if the player wants to do the drowning route, he can, and if he wants to do the puff way, then that can be done too with the full contraption.
Guards, 1 West:
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×
Don't really know what to do or how to set up anything that's too useful.
I attached a demo of something that almost worked, except the guard now can't reach the Stalwart...
Hints?
Guards, 1 North:
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×
Weeeell, I kind of trial-and-errored my way into the solution, trying to use horizontal preference to my advantage...
But this one was more or less pure luck, which might just be my laziness to properly plan out snake movement.
Giants, Entrance:
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×
Fairly easy, but not free, need to do at least one corner without breaking walls.
I wonder if you could get away with breaking just one... Probably, but it would be tedious.
Giants, 1 South:
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×
There really isn't too much to do, you *somehow* need to free the gentryii, which leaves few options for the actions.
Were it part of a more complicated room, it would probably be very tricky to do.
Giants, 1 West:
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×
Dragon Fogel wrote:
-Is Giants 1W without using the "one free kill" plate reasonable as a scripted challenge, or should I just leave it as "this is something you can do". The difference basically only matters to people who care about having the hold record that they did all the challenges, but I don't want them to feel pressured to do it if it's unreasonable.
I was getting very frustrated and basically running in circles without it... Is that something you need to do like "
all at once while you still have enough golems"
?
Alright, I tried it one more time, but still feel like I got lucky with movement order and such.
It
could however be a challenge for those patient and/or smart enough.
Giants, 1 North:
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×
Idea was obtained almost immediately and managed to do it on like try #2.
The middle hot tiles next to the giant did trap me one time and left me puzzled for a second though, good one
Giants, 1 North, 1 West:
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×
That wasn't too difficult.
While I'm not sure it's interesting enough to be a challenge, I'll just mention it anyway:
Replace the multiuse plates with on/off plates, i.e.:
CHALLENGE: Do not let any of the plates get de-pressed and solve the room.
Probably, if you decide to go for it, make it a secret room with on/off plates.
Tarstuff, Entrance:
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×
Oh that was so satisfying!
From figuring out the keg+puff+water thing to get the tar's backside to realising I need to deal with the inner gel somehow... Chef kiss, Fogel!